My most recent gaming obsession has been short-form horror. Long periods of horror might be difficult to maintain. When playing a game like Resident Evil, you should compare your reactions at the start and end. It's not as frightening once you've mastered the mechanics and improved your reading of the game. You rarely have the opportunity to relax in a short-form game. 

 

Although David Szymanski is most known for his film Dusk, he is no stranger to the short-form horror genre. Unlike many of his predecessors, though, he prefers to take a more experimental approach to the trashy but innovative slasher genre. Iron Lung game, his most recent masterpiece, transports us to the most terrifying spot on the planet: the ocean's depths. Except it's not on Earth, and the water is blood.  

 

Moreover, humanity has reached out prehensile fingers to the stars in the distant future. Then everything goes horribly wrong, but not in the way you'd expect from a science fiction movie. Instead, an unknown force plucks all of the stars and habitable planets from the emptiness. As a result, it leaves the remaining people, those unfortunate enough to be aboard ships and space stations at the time, drifting in a sea of darkness, trash worlds, and endless suck.

 

Additionally, the survivors, being the parasites that humans are, try to find something fresh to eat on the dead moons and desolate worlds that they have been left with. A sea of blood is discovered on one planet, which sounds like a promising sign that there might be a mountain of meat nearby. They are sending you down to do some research for something tasty because they've had no luck.

 

Furthermore, your shoddy submarine wasn't designed for these depths, the hatch has been welded shut and the front window has been shut. The only way to get about is to use a map and coordinates. You can take a shot of what's in front of you if you're feeling cheeky. Photography is your poorest option for navigating unless you absolutely and inflexibly need pictures to retain spatial awareness. It's basically there to help you accomplish your goals and ensure that you're not about to be eaten.

 

In particular, there's plenty to be fearful about. As you move from node to node on your map, all you have is your imagination to figure out what those sounds outside your submarine are and what just triggered your proximity sensors. Your submarine, too, is little and shaky. In this voyage, he is not a reliable partner. 

 

Iron Lung game appears to be the final stop for those suffering from sensory deprivation. Darkness and fog have long been employed in video games to hamper our eyesight, yet there are none in Iron Lung. Even while the sound design is great, you can't fully rely on your hearing. When you hit something that didn't show up on the proximity sensors and then go back to hit the camera to see whether it's still there, it might be tense. 

 

Depending on how much time you spend curled up in the corner or how carefully you traverse, the entire experiment can be completed in under an hour. Iron Lung game wasn't particularly frightening, but few horror games are these days.

 

Iron Lung game's design, on the other hand, drew me in. It's a fantastic take on the horror genre. It makes you feel insecure all of the time. There is nothing that can help you, and there is no way out. You have no choice but to keep going because there is no way out until the job is completed. You need to ignore the noises and don't get distracted.

 

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